I want to run a supers campaign. I was thinking about assembling a little questionnaire for my players to find out what sort of campaign they want to have before I start putting stuff together. What should I ask?

Ask about mood, theme, and setting. How silly or straight you want to play things, stuff like that. There's so much variance in the superhero genre and its good to go in knowing what to expect, especially when designing characters.

She played a cleric of a vile god of gluttony. It was pretty disturbing, she just ate all kinds of stuff and by divine blessing could literally stomach it. As in, could distend her mouth to slowly eat someone if they weren't struggling, and her insides magically stored them while digesting so that she didn't look impossibly fat from it. Probably the worst, that people she ate, became incorporated into her, body and soul.

Should mind uploaded persons and heavily altered cyborgs be affected by turn undead ability? These are things that should be dead, yet they keep moving and thinking via unnatural means, thus they are pretty similar to undead of traditional D&D-esque fantasy

On one hand, they aren't powered by the negative energy plane (or positive in case of mummies), but on the other, magic should operate on poetic logic not made up physics.

>>46851994Undead are specifically individuals and beings who have been brought back from the dead. Joe's walking corpse actually has Joe's spirit/soul rattling around in it.

Uploading a mind into a robot or mainframe is effectively creating a copy of a brain pattern, not bringing a spirit back from the dead. Instead of bringing Joe back you've effectively just made Joe 2. As much as it might act like Joe 1, Joe 2 is its own entity. More importantly, Joe 2 does not originate from the land of the dead...Comment too long. Click here to view the full text.

PCs tend to be heroic and rational. Characters in horror usually are not. Players want to dominate the story with power. Horror characters are out of their element and often stretched to the limit. How does this translate?

CoC has a "second health track" called sanity, it's just a number that counts down with each harrowing experience. So it represents a scarce resource which is taxed by the story. If you metagame it makes you avoid the adventure.

UA psychoanalyzes PCs in 5 dimensions: violence, helplessness, supernatural, self (morality), and isolation. In each of these the character can grow more unstable and more hardened, even both at the same time. This not only limits character actions by forcing them to fight, flight, or freeze on a failed roll, it also provides an easy readout of how the character might react to certain events depending on what they remind them of.

Both also feature pathologies characters suffer after repeated failed rolls, like an irrational phobia, alcoholism, or a need for control.

Dread goes a radically different route. Whether characters are able or not, who they are, how they feel, and what they have just been through all folds into one central mechanism. It isn't tracked separately, it all conforms to the tension curve. The entire party has one tool to resolve all challenges and conflicts. It is a Jenga Tower, and when it falls the character whose player was handling it dies. This puts the tension on the player, not just the character. And it allows even oblivious characters unaware of their peril to drive up the tension because the players know the danger, but not what form it takes.

ToC offers the gimmick to play insanity not for the character, but the player. On a failed roll the player is sent from the room and the other players then conspire to consistently do one irrational thing to that player, like never look at them, or pretend they always speak too quietly to understand.

It depends a lot on the players. If they have their minds set on being heroes then anything the GM does to establish atmosphere or ambivalence will be received as railroading. Even if the group is playing a published CoC scenario, players who refuse to give their characters depth and flavor but reduce them to combat stats as a matter of course will refuse any attempt at atmosphere or tension. In fact they will understand tension as a challenge and attack it, then complain when that kills their characters.

Anybody ever run Horror on the Orient Express? I heard it's extremely, for lack of a better word, on rails most of the time. But is it ENJOYABLE. For $120 on Chaosium it kinda makes me a bit nervous. Right now I'm just going to start off my investigators with Shadows of Yog-Sothoth until I really get a good idea. Also call of cthulhu thread I suppose? I don't know if you guys general CoC or not.

>>46851753It is flawed but a classic. It is long and pretty deadly, although less so than Masks. There is certainly a challenge in adapting it, and there is secondary literature to help you on the way. Horror was written at a time when there were no big narrative games, and so it relies heavily on players minmaxing their way through skill challenges and combat.

It is definitely NOT a module you can read as you go. It is vital to understand it all, be prepared for twists and turns, and to give it your own shading.

Yeah I could see me using that after I finish maybe masks or shadows. Definitely would give me the time to save up cash for the boxed bundle. I probably was hoping to save up for some candles, maybe some aesthetics to get a nice mood going. I'm big on theatrics of play.

>>46850827Here is Nath so nobody needs to go digging. I am making an elf token spam deck with discard and sacrifice to help it make sure my opponent cant summon things that make him happy dince I can just kill a token for that.

Where did the original chaos symbols come from? It seems a little silly that these all powerful beings would create a design obviously done by humans. Khorne's symbol looks a lot like Eldar design, but I'm not sure about the others...

>>46850868Druids can be evil too, they're just dominantly more neutral.Hell, Lichs don't even need to be fully evil.

I'm imagining a druid with a vendetta against civilization, so he embraces necromancy along with his nature magic (since folk keep killing his damn forest), and decides life is too restrictive for his goals.

i had a dream where i was the dm of a lego based campaign, when i needed a dungeon i just build one, players could get some basic form of build skills but not a whole lot, unless they completely specialized in it.

the only things you have with you is what fits on your lego guy, so mainly a backpack and 2 things, one for each hand.

There are no character creation points, no classes, you just get X number of pieces to build you character. Give him a pirate body = he has pirate grog-drinking skills, samurai arms = samurai sword skills, knight's pants = armored legs etc. All abilities are inherent in the pieces used to build your character. Which again depends on what bricks you can find in whatever lego collection tour group uses.

Lets say you get Y minutes to find the parts you want and combine...Comment too long. Click here to view the full text.

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